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020 _a9783110781052
_qprint
020 _a9783110781229
_qEPUB
020 _a9783110781137
_qPDF
024 7 _a10.1515/9783110781137
_2doi
035 _a(DE-B1597)9783110781137
035 _a(DE-B1597)616964
035 _a(OCoLC)1402140720
040 _aDE-B1597
_beng
_cDE-B1597
_erda
072 7 _aLAN004000;BISACSOC000000
_2bisacsh
082 0 4 _a741.5
084 _aonline - DeGruyter
100 1 _aO'Sullivan, Stephen R.
_eautore
245 1 4 _aThe Comic Book as Research Tool :
_bCreative Visual Research for the Social Sciences /
_cStephen R. O'Sullivan.
264 1 _aBerlin ;
_aBoston :
_bDe Gruyter,
_c[2023]
264 4 _c©2024
300 _a1 online resource (XXII, 220 p.)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 0 _tFrontmatter --
_tAcknowledgements --
_tContents --
_tWelcome --
_tChapter 1 Visual culture, communication, and creativity --
_tChapter 2 A creative visual research agenda --
_tChapter 3 Origins of the comic book --
_tChapter 4 How comic books work: the anatomy of magic --
_tChapter 5 The comic book and creative data generation --
_tChapter 6 The comic book: a creative structure for inference --
_tChapter 7 The comic book as representation: scientific story-worlds --
_tChapter 8 The comic as research method: preserving Covid-19 --
_tChapter 9 Research comics as translation: knowledge transfer and new audiences --
_tChapter 10 Alternative shapes of knowledge --
_tAppendix 1: Toxic Play: Consuming Beer Pong --
_tAppendix 2: 10 Business Days --
_tAfterword: Origin story --
_tIndex
506 0 _arestricted access
_uhttp://purl.org/coar/access_right/c_16ec
_fonline access with authorization
_2star
520 _aThis book contributes to a growing body of work celebrating the visual methods and tools that aid knowledge transfer and welcome new audiences to social science research. Visual research methodological milestones highlight a trajectory towards the adoption of more creative and artistic media. As such, the book is dedicated to exploring the creative potential of the comic book medium, and how it can assist the production and communication of scientific knowledge. The cultural blueprint of the comic book is examined, and the unique structure and grammar of the form deconstructed and adapted for research support. Along with two illustrated research comics, Toxic Play and 10 Business Days, the book offers readers numerous comic-based illustration activities and creative visual exercises to support data generation, foster conversational knowledge exchanges, facilitate inference, analysis, and interpretation, while nurturing the necessary skills to illustrate and create research comics. The book engages a diverse audience and is an illuminating read for visual novices, experts, and all in-betweeners.
530 _aIssued also in print.
538 _aMode of access: Internet via World Wide Web.
546 _aIn English.
588 0 _aDescription based on online resource; title from PDF title page (publisher's Web site, viewed 06. Mrz 2024)
650 7 _aSOCIAL SCIENCE / General.
_2bisacsh
653 _aComic Book.
653 _aMethodology, Research Representation, Communication, Education Media.
653 _aVisual Research.
850 _aIT-RoAPU
856 4 0 _uhttps://doi.org/10.1515/9783110781137
856 4 0 _uhttps://www.degruyter.com/isbn/9783110781137
856 4 2 _3Cover
_uhttps://www.degruyter.com/document/cover/isbn/9783110781137/original
942 _cEB
999 _c301518
_d301518